add camera rig, click-to-move locomotion, and click interaction
Camera: Cinemachine-based rig with an anchor, a state director, point-of- interest framing, pan input, and dialogue framing volumes. Player: click-to-move over the NavMesh, a pointer input layer, and a motion arbiter that reconciles direct stick input with navigation-driven movement. The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode suite, so the arbitration rules are testable without a scene. Interaction: IClickInteractable plus a bridge that routes pointer clicks to it. Supporting project settings: adds the Cinemachine package, the Interactable and Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the player capsule (radius 0.3, height 1.8, climb 0.25). Co-Authored-By: Claude Opus 5 <[email protected]>
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using Unity.Cinemachine;
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using UnityEngine;
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namespace NightclubArcadia.Cinematics
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{
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/// <summary>
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/// Raises a reveal camera priority while the player is inside the volume.
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/// </summary>
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[RequireComponent(typeof(BoxCollider))]
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public sealed class CameraFramingVolume : MonoBehaviour
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{
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[SerializeField] CinemachineCamera revealCamera;
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[SerializeField] int activePriority = 20;
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[SerializeField] float minDwell = 0.5f;
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CameraStateDirector stateDirector;
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int defaultPriority;
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int occupants;
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float exitTimer;
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void Awake()
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{
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var box = GetComponent<BoxCollider>();
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box.isTrigger = true;
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if (revealCamera != null)
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{
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defaultPriority = revealCamera.Priority.Value;
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}
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stateDirector = FindFirstObjectByType<CameraStateDirector>();
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}
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void OnTriggerEnter(Collider other)
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{
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if (!other.CompareTag("Player") || revealCamera == null)
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{
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return;
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}
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occupants++;
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exitTimer = 0f;
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revealCamera.Priority.Value = activePriority;
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stateDirector?.RegisterReveal();
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}
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void OnTriggerExit(Collider other)
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{
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if (!other.CompareTag("Player") || revealCamera == null)
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{
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return;
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}
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occupants = Mathf.Max(0, occupants - 1);
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if (occupants == 0)
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{
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exitTimer = minDwell;
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}
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}
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void Update()
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{
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if (occupants > 0 || revealCamera == null)
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{
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return;
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}
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if (exitTimer > 0f)
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{
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exitTimer -= Time.deltaTime;
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return;
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}
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if (revealCamera.Priority.Value != defaultPriority)
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{
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revealCamera.Priority.Value = defaultPriority;
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stateDirector?.UnregisterReveal();
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}
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}
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}
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}
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